Surviving the Dip

It’s really nice when things work out. Like our awesome new quest system, new grove, and revised layout to the forest. We were talking today about how difficult it is to nail that last 10% of any creative project, how you can find yourself lost in a soup of self doubt and hopelessness at struggling to find a solution that you can truly be proud of. But those times when you break through and end up with something awesome really make it worth while.

We’ve decided on a live date, and it is Monday 2nd of August, 10 days from now. Exciting! We’ll also be ramping up our public exposure, starting with a new Twitter domination plan orchestrated by our resident funny-man Mark. You can follow us here, and here.

If you’re in Dunedin and keen to do some play testing later next week, message us on Facebook or in the comments here. We’re getting brutal on refining the user experience and need fresh people’s clicks to analyse (wow that didn’t sound creepy at all).

Agree the 80/20 rule is so true, especially when it comes to the importance of core fans. One thing I think many social game developers completely forget is that most of your revenue in any traditional business should come from repeat customers, but the whole experience of transacting with many of these games leads to a whole lot of “buyers remorse”. Which in insane! People should feel happy after buying one of your products, and it should give them last value. We’re not out to cheat people into making purchases they’ll regret, and hopefully that’ll make us stand out in the crowded spcial space.